1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | |
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30 | #ifndef __Animation_H__ |
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31 | #define __Animation_H__ |
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32 | |
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33 | #include "OgrePrerequisites.h" |
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34 | #include "OgreString.h" |
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35 | #include "OgreIteratorWrappers.h" |
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36 | #include "OgreAnimable.h" |
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37 | #include "OgreAnimationTrack.h" |
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38 | |
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39 | |
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40 | namespace Ogre { |
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41 | |
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42 | /** An animation sequence. |
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43 | @remarks |
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44 | This class defines the interface for a sequence of animation, whether that |
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45 | be animation of a mesh, a path along a spline, or possibly more than one |
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46 | type of animation in one. An animation is made up of many 'tracks', which are |
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47 | the more specific types of animation. |
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48 | @par |
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49 | You should not create these animations directly. They will be created via a parent |
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50 | object which owns the animation, e.g. Skeleton. |
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51 | */ |
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52 | class _OgreExport Animation |
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53 | { |
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54 | |
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55 | public: |
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56 | /** The types of animation interpolation available. */ |
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57 | enum InterpolationMode |
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58 | { |
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59 | /** Values are interpolated along straight lines. */ |
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60 | IM_LINEAR, |
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61 | /** Values are interpolated along a spline, resulting in smoother changes in direction. */ |
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62 | IM_SPLINE |
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63 | }; |
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64 | |
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65 | /** The types of rotational interpolation available. */ |
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66 | enum RotationInterpolationMode |
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67 | { |
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68 | /** Values are interpolated linearly. This is faster but does not |
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69 | necessarily give a completely accurate result. |
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70 | */ |
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71 | RIM_LINEAR, |
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72 | /** Values are interpolated spherically. This is more accurate but |
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73 | has a higher cost. |
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74 | */ |
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75 | RIM_SPHERICAL |
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76 | }; |
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77 | /** You should not use this constructor directly, use the parent object such as Skeleton instead. |
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78 | @param name The name of the animation, should be unique within it's parent (e.g. Skeleton) |
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79 | @param length The length of the animation in seconds. |
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80 | */ |
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81 | Animation(const String& name, Real length); |
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82 | virtual ~Animation(); |
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83 | |
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84 | /** Gets the name of this animation. */ |
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85 | const String& getName(void) const; |
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86 | |
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87 | /** Gets the total length of the animation. */ |
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88 | Real getLength(void) const; |
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89 | |
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90 | /** Creates a NodeAnimationTrack for animating a Node. |
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91 | @param handle Handle to give the track, used for accessing the track later. |
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92 | Must be unique within this Animation. |
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93 | */ |
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94 | NodeAnimationTrack* createNodeTrack(unsigned short handle); |
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95 | |
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96 | /** Creates a NumericAnimationTrack for animating any numeric value. |
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97 | @param handle Handle to give the track, used for accessing the track later. |
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98 | Must be unique within this Animation. |
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99 | */ |
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100 | NumericAnimationTrack* createNumericTrack(unsigned short handle); |
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101 | |
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102 | /** Creates a VertexAnimationTrack for animating vertex position data. |
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103 | @param handle Handle to give the track, used for accessing the track later. |
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104 | Must be unique within this Animation, and is used to identify the target. For example |
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105 | when applied to a Mesh, the handle must reference the index of the geometry being |
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106 | modified; 0 for the shared geometry, and 1+ for SubMesh geometry with the same index-1. |
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107 | @param animType Either morph or pose animation, |
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108 | */ |
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109 | VertexAnimationTrack* createVertexTrack(unsigned short handle, VertexAnimationType animType); |
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110 | |
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111 | /** Creates a new AnimationTrack automatically associated with a Node. |
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112 | @remarks |
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113 | This method creates a standard AnimationTrack, but also associates it with a |
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114 | target Node which will receive all keyframe effects. |
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115 | @param handle Numeric handle to give the track, used for accessing the track later. |
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116 | Must be unique within this Animation. |
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117 | @param node A pointer to the Node object which will be affected by this track |
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118 | */ |
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119 | NodeAnimationTrack* createNodeTrack(unsigned short handle, Node* node); |
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120 | |
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121 | /** Creates a NumericAnimationTrack and associates it with an animable. |
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122 | @param handle Handle to give the track, used for accessing the track later. |
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123 | @param anim Animable object link |
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124 | Must be unique within this Animation. |
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125 | */ |
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126 | NumericAnimationTrack* createNumericTrack(unsigned short handle, |
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127 | const AnimableValuePtr& anim); |
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128 | |
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129 | /** Creates a VertexAnimationTrack and associates it with VertexData. |
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130 | @param handle Handle to give the track, used for accessing the track later. |
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131 | @param data VertexData object link |
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132 | @param animType The animation type |
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133 | Must be unique within this Animation. |
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134 | */ |
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135 | VertexAnimationTrack* createVertexTrack(unsigned short handle, |
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136 | VertexData* data, VertexAnimationType animType); |
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137 | |
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138 | /** Gets the number of NodeAnimationTrack objects contained in this animation. */ |
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139 | unsigned short getNumNodeTracks(void) const; |
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140 | |
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141 | /** Gets a node track by it's handle. */ |
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142 | NodeAnimationTrack* getNodeTrack(unsigned short handle) const; |
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143 | |
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144 | /** Does a track exist with the given handle? */ |
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145 | bool hasNodeTrack(unsigned short handle) const; |
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146 | |
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147 | /** Gets the number of NumericAnimationTrack objects contained in this animation. */ |
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148 | unsigned short getNumNumericTracks(void) const; |
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149 | |
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150 | /** Gets a numeric track by it's handle. */ |
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151 | NumericAnimationTrack* getNumericTrack(unsigned short handle) const; |
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152 | |
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153 | /** Does a track exist with the given handle? */ |
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154 | bool hasNumericTrack(unsigned short handle) const; |
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155 | |
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156 | /** Gets the number of VertexAnimationTrack objects contained in this animation. */ |
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157 | unsigned short getNumVertexTracks(void) const; |
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158 | |
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159 | /** Gets a Vertex track by it's handle. */ |
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160 | VertexAnimationTrack* getVertexTrack(unsigned short handle) const; |
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161 | |
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162 | /** Does a track exist with the given handle? */ |
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163 | bool hasVertexTrack(unsigned short handle) const; |
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164 | |
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165 | /** Destroys the node track with the given handle. */ |
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166 | void destroyNodeTrack(unsigned short handle); |
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167 | |
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168 | /** Destroys the numeric track with the given handle. */ |
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169 | void destroyNumericTrack(unsigned short handle); |
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170 | |
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171 | /** Destroys the Vertex track with the given handle. */ |
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172 | void destroyVertexTrack(unsigned short handle); |
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173 | |
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174 | /** Removes and destroys all tracks making up this animation. */ |
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175 | void destroyAllTracks(void); |
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176 | |
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177 | /** Removes and destroys all tracks making up this animation. */ |
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178 | void destroyAllNodeTracks(void); |
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179 | /** Removes and destroys all tracks making up this animation. */ |
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180 | void destroyAllNumericTracks(void); |
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181 | /** Removes and destroys all tracks making up this animation. */ |
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182 | void destroyAllVertexTracks(void); |
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183 | |
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184 | /** Applies an animation given a specific time point and weight. |
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185 | @remarks |
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186 | Where you have associated animation tracks with objects, you can eaily apply |
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187 | an animation to those objects by calling this method. |
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188 | @param timePos The time position in the animation to apply. |
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189 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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190 | other animations. |
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191 | @param scale The scale to apply to translations and scalings, useful for |
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192 | adapting an animation to a different size target. |
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193 | */ |
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194 | void apply(Real timePos, Real weight = 1.0, Real scale = 1.0f); |
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195 | |
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196 | /** Applies all node tracks given a specific time point and weight to a given skeleton. |
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197 | @remarks |
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198 | Where you have associated animation tracks with Node objects, you can eaily apply |
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199 | an animation to those nodes by calling this method. |
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200 | @param timePos The time position in the animation to apply. |
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201 | @param weight The influence to give to this track, 1.0 for full influence, less to blend with |
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202 | other animations. |
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203 | @param scale The scale to apply to translations and scalings, useful for |
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204 | adapting an animation to a different size target. |
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205 | */ |
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206 | void apply(Skeleton* skeleton, Real timePos, Real weight = 1.0, Real scale = 1.0f); |
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207 | |
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208 | /** Applies all vertex tracks given a specific time point and weight to a given entity. |
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209 | @remarks |
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210 | @param entity The Entity to which this animation should be applied |
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211 | @param timePos The time position in the animation to apply. |
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212 | @param weight The weight at which the animation should be applied |
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213 | (only affects pose animation) |
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214 | @param software Whether to populate the software morph vertex data |
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215 | @param hardware Whether to populate the hardware morph vertex data |
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216 | */ |
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217 | void apply(Entity* entity, Real timePos, Real weight, bool software, |
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218 | bool hardware); |
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219 | |
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220 | /** Tells the animation how to interpolate between keyframes. |
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221 | @remarks |
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222 | By default, animations normally interpolate linearly between keyframes. This is |
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223 | fast, but when animations include quick changes in direction it can look a little |
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224 | unnatural because directions change instantly at keyframes. An alternative is to |
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225 | tell the animation to interpolate along a spline, which is more expensive in terms |
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226 | of calculation time, but looks smoother because major changes in direction are |
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227 | distributed around the keyframes rather than just at the keyframe. |
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228 | @par |
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229 | You can also change the default animation behaviour by calling |
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230 | Animation::setDefaultInterpolationMode. |
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231 | */ |
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232 | void setInterpolationMode(InterpolationMode im); |
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233 | |
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234 | /** Gets the current interpolation mode of this animation. |
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235 | @remarks |
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236 | See setInterpolationMode for more info. |
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237 | */ |
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238 | InterpolationMode getInterpolationMode(void) const; |
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239 | /** Tells the animation how to interpolate rotations. |
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240 | @remarks |
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241 | By default, animations interpolate linearly between rotations. This |
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242 | is fast but not necessarily completely accurate. If you want more |
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243 | accurate interpolation, use spherical interpolation, but be aware |
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244 | that it will incur a higher cost. |
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245 | @par |
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246 | You can also change the default rotation behaviour by calling |
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247 | Animation::setDefaultRotationInterpolationMode. |
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248 | */ |
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249 | void setRotationInterpolationMode(RotationInterpolationMode im); |
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250 | |
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251 | /** Gets the current rotation interpolation mode of this animation. |
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252 | @remarks |
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253 | See setRotationInterpolationMode for more info. |
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254 | */ |
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255 | RotationInterpolationMode getRotationInterpolationMode(void) const; |
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256 | |
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257 | // Methods for setting the defaults |
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258 | /** Sets the default animation interpolation mode. |
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259 | @remarks |
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260 | Every animation created after this option is set will have the new interpolation |
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261 | mode specified. You can also change the mode per animation by calling the |
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262 | setInterpolationMode method on the instance in question. |
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263 | */ |
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264 | static void setDefaultInterpolationMode(InterpolationMode im); |
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265 | |
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266 | /** Gets the default interpolation mode for all animations. */ |
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267 | static InterpolationMode getDefaultInterpolationMode(void); |
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268 | |
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269 | /** Sets the default rotation interpolation mode. |
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270 | @remarks |
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271 | Every animation created after this option is set will have the new interpolation |
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272 | mode specified. You can also change the mode per animation by calling the |
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273 | setInterpolationMode method on the instance in question. |
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274 | */ |
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275 | static void setDefaultRotationInterpolationMode(RotationInterpolationMode im); |
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276 | |
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277 | /** Gets the default rotation interpolation mode for all animations. */ |
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278 | static RotationInterpolationMode getDefaultRotationInterpolationMode(void); |
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279 | |
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280 | typedef std::map<unsigned short, NodeAnimationTrack*> NodeTrackList; |
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281 | typedef ConstMapIterator<NodeTrackList> NodeTrackIterator; |
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282 | |
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283 | typedef std::map<unsigned short, NumericAnimationTrack*> NumericTrackList; |
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284 | typedef ConstMapIterator<NumericTrackList> NumericTrackIterator; |
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285 | |
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286 | typedef std::map<unsigned short, VertexAnimationTrack*> VertexTrackList; |
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287 | typedef ConstMapIterator<VertexTrackList> VertexTrackIterator; |
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288 | |
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289 | /// Fast access to NON-UPDATEABLE node track list |
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290 | const NodeTrackList& _getNodeTrackList(void) const; |
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291 | |
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292 | /// Get non-updateable iterator over node tracks |
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293 | NodeTrackIterator getNodeTrackIterator(void) const |
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294 | { return NodeTrackIterator(mNodeTrackList.begin(), mNodeTrackList.end()); } |
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295 | |
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296 | /// Fast access to NON-UPDATEABLE numeric track list |
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297 | const NumericTrackList& _getNumericTrackList(void) const; |
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298 | |
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299 | /// Get non-updateable iterator over node tracks |
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300 | NumericTrackIterator getNumericTrackIterator(void) const |
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301 | { return NumericTrackIterator(mNumericTrackList.begin(), mNumericTrackList.end()); } |
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302 | |
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303 | /// Fast access to NON-UPDATEABLE Vertex track list |
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304 | const VertexTrackList& _getVertexTrackList(void) const; |
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305 | |
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306 | /// Get non-updateable iterator over node tracks |
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307 | VertexTrackIterator getVertexTrackIterator(void) const |
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308 | { return VertexTrackIterator(mVertexTrackList.begin(), mVertexTrackList.end()); } |
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309 | |
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310 | /** Optimise an animation by removing unnecessary tracks and keyframes. |
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311 | @remarks |
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312 | When you export an animation, it is possible that certain tracks |
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313 | have been keyframed but actually don't include anything useful - the |
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314 | keyframes include no transformation. These tracks can be completely |
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315 | eliminated from the animation and thus speed up the animation. |
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316 | In addition, if several keyframes in a row have the same value, |
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317 | then they are just adding overhead and can be removed. |
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318 | @note |
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319 | Since track-less and identity track has difference behavior for |
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320 | accumulate animation blending if corresponding track presenting at |
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321 | other animation that is non-identity, and in normally this method |
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322 | didn't known about the situation of other animation, it can't deciding |
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323 | whether or not discards identity tracks. So there have a parameter |
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324 | allow you choose what you want, in case you aren't sure how to do that, |
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325 | you should use Skeleton::optimiseAllAnimations instead. |
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326 | @param |
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327 | discardIdentityNodeTracks If true, discard identity node tracks. |
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328 | */ |
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329 | void optimise(bool discardIdentityNodeTracks = true); |
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330 | |
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331 | /// A list of track handles |
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332 | typedef std::set<ushort> TrackHandleList; |
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333 | |
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334 | /** Internal method for collecting identity node tracks. |
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335 | @remarks |
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336 | This method remove non-identity node tracks form the track handle list. |
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337 | @param |
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338 | tracks A list of track handle of non-identity node tracks, where this |
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339 | method will remove non-identity node track handles. |
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340 | */ |
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341 | void _collectIdentityNodeTracks(TrackHandleList& tracks) const; |
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342 | |
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343 | /** Internal method for destroy given node tracks. |
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344 | */ |
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345 | void _destroyNodeTracks(const TrackHandleList& tracks); |
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346 | |
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347 | /** Clone this animation. |
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348 | @note |
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349 | The pointer returned from this method is the only one recorded, |
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350 | thus it is up to the caller to arrange for the deletion of this |
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351 | object. |
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352 | */ |
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353 | Animation* clone(const String& newName) const; |
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354 | |
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355 | /** Internal method used to tell the animation that keyframe list has been |
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356 | changed, which may cause it to rebuild some internal data */ |
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357 | void _keyFrameListChanged(void) { mKeyFrameTimesDirty = true; } |
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358 | |
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359 | /** Internal method used to convert time position to time index object. |
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360 | @note |
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361 | The time index returns by this function are associated with state of |
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362 | the animation object, if the animation object altered (e.g. create/remove |
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363 | keyframe or track), all related time index will invalidated. |
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364 | @param timePos The time position. |
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365 | @returns The time index object which contains wrapped time position (in |
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366 | relation to the whole animation sequence) and lower bound index of |
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367 | global keyframe time list. |
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368 | */ |
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369 | TimeIndex _getTimeIndex(Real timePos) const; |
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370 | |
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371 | protected: |
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372 | /// Node tracks, indexed by handle |
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373 | NodeTrackList mNodeTrackList; |
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374 | /// Numeric tracks, indexed by handle |
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375 | NumericTrackList mNumericTrackList; |
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376 | /// Vertex tracks, indexed by handle |
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377 | VertexTrackList mVertexTrackList; |
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378 | String mName; |
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379 | |
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380 | Real mLength; |
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381 | |
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382 | InterpolationMode mInterpolationMode; |
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383 | RotationInterpolationMode mRotationInterpolationMode; |
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384 | |
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385 | static InterpolationMode msDefaultInterpolationMode; |
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386 | static RotationInterpolationMode msDefaultRotationInterpolationMode; |
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387 | |
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388 | /// Global keyframe time list used to search global keyframe index. |
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389 | typedef std::vector<Real> KeyFrameTimeList; |
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390 | mutable KeyFrameTimeList mKeyFrameTimes; |
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391 | /// Dirty flag indicate that keyframe time list need to rebuild |
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392 | mutable bool mKeyFrameTimesDirty; |
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393 | |
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394 | void optimiseNodeTracks(bool discardIdentityTracks); |
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395 | void optimiseVertexTracks(void); |
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396 | |
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397 | /// Internal method to build global keyframe time list |
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398 | void buildKeyFrameTimeList(void) const; |
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399 | }; |
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400 | |
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401 | |
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402 | } |
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403 | |
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404 | |
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405 | #endif |
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406 | |
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